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You can build a Comms Console, and have one of your colonists use it to call a trade caravan.
There is a mod called "Call a trader" and similar that allow you to summon traders.
Hope this helps, I'm sorry you've been having a tough go.
I believe the idea is the traders early is to help you get going cause you can sell all the junk from early raids / bulk goods for meds or pemmican for example.
I think a good Option 1 would be maybe treat difficulty more liberally? For example when you want to mess stuff increase it and when you want to chill lower it. Option 2 try and find some mods to change it up, maybe something like Trader Ships or Rimsential - Spaceports. Option 3 combine the 2 and maybe find some mods for more reliable defenses.
Seeing as you have 3000 hours I strongly suggest you lean into mods to tailor your runs to yourself.
Randy has broken caravan trader mechanics in vanilla gameplay. He is missing the code for regular caravans to show up and so you only get the most random rare caravan to appear from events.
There's a bunch of mods that fix it and restore regular caravans for randy. I highly recommend that option to restore basic functionality.
I also recommend getting the comms console for the extra traders to show up asap. You absolutely need this in the mid game to do any effective trading.
And lastly ... strive to survive difficulty (aka 100% threat scale) is still ridiculously overtuned imho. It still forces you to resort to cheese mechanics in order to survive. You absolutely need to either exploit the AI or use bottleneck mechanics to prevent your colony from getting overwhelmed.
I recommend you play on Strive to Survive but lower the threat scale to 60% (Adventure Mode), this way the raids remain somewhat manageable and fun while everything else is on standard difficulty. I run on that difficulty because I just can't be bothered to fight the hordes of enemies the game throws at you.
The combat mechanics are NOT balanced to deal with both masses of melee and ranged pawns simultaneously without doing some cheese.
The game is significantly more fun for me on lower threat levels as it gives you more breathing room to do fun stuff in the colony aspect without combat being a complete cakewalk. You still need to be on top of that stuff but you can afford the occasional wimp in the colony or the non-combatant pawn.
I finished vanilla on 100% difficulty but I did not find it enjoyable as it forced me to resort to killbox style setups or other jank AI exploitation methods to survive. So why not just enjoy a slightly lower threat difficulty?
You would need to provoke non-story teller related raids to have them overlap. For example dumping toxic waste on another tile, accepting a quest that involves a raid, visiting a quest location, performing a void ritual, etc..
So generally speaking the game does function like what you want already, it won't throw non-stop raids at you.
I don't know if trader events have an increased or decreased spawn rate based on anything, but you can just call traders to trade with you anyway. Even better, when using a comms console to request traders, you can request specific types of traders.
Since you're playing Anomaly you should be getting a fair few random joiners no matter what. Creep Joiners can always fire even if you already have well past the normal cut off points for free colonists from your story teller.
Casandra and Phoebe also give breathers between raids, they are again on fairly rigid schedules with them. Storytellers ignore quests though, they aren't aware of quest raids and will happily send you a storyteller raid at the same time as a quest raid, that's up to you to manage pretty much.
It sounds like you've been playing on Randy and have only briefly attempt Casandra/Phoebe and assumed they are similar, but they are very different from Randy. Randy has averages, not schedules, there is no guarantee he will send you any trade caravans over the entire duration of your game, or he could send 5 in a week. Over the long term he averages out to be roughly similar to the others, but there's no streak avoidance so he can "ruin" a run either through boredom or cataclysm.
Actually this particular play through is cassandra classic and I assure you this is happening under her. Relenteless.
This left me without some key pawns and only 1 single guy left standing. He had to rescue whoever was left, tend them, feed them, all while suffering a mental break which caused generators to go unfuelled and cause my fridge to turn off and most of my food to spoil.
Then by the time he got over himself the pit gate opened and he single handed had to fight off the horde of flesh beasts.
So 3 hostile events in the space of a few in game days.
Then to add a bit of salt ontop she gives me a quest to lend 4 colonists to work a nearby settlement... I had 5 survivors, 4 of which were unconscious. Seriously game wtf...
Odyssey made it extra easy with the gravship/shuttle
It goes for a lot of mechanics in this game and others ; if you dislike a result because you relied on RNG, stop relying on RNG. Use the stable method (no luck is involved when trading directly with settlements). If you DO like rng and feel like ONLY using the RNG option, then obviously you should accept the bad rolls.
You have anomaly, this means you have access to the almighty incinerator+shieldbelt combo. Have 2 of those in your colony and you wouldn't have all these dieing colonists when leaving your base. Burning enemies don't shoot back which means the shield belt regeneration is super optimal and you can really eat organic weapons fire with impunity. Enemies, oddly including mechs, won't path through fire unless there is litterally no choice so it also prevents you from getting rushed by letting you essentially build a maze on the fly forcing enemies to take long, inefficient paths that will likely be cut off by another incinerator blast making it incredibly difficult for enemies to ever approach you. They are like the ultimate anti ranged and anti melee for anything organic.